Huge Elemental (Demon), Chaotic Evil
Armor Class 20
Hit Points 315 (30d12 + 120)
Speed 50 ft., Fly 50 ft.
STR
24 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Common, Primordial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Fire Form. The cinder mouth can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the cinder mouth or hits it with a melee attack while within 10 feet of it takes 14 (4d6) fire damage.

Heat Aura. Creatures within 20 feet of the cinder mouth must make a DC 18 Constitution saving throw at the start of their turn or take 14 (4d6) fire damage.

Legendary Resistance (3/Day). If the cinder mouth fails a saving throw, it can choose to succeed instead.

Magic Resistance. The cinder mouth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The cinder mouth can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 14 (4d6) fire damage.

Frightful Presence. Each creature of the cinder mouth's choice within 30 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cinder mouth's Frightful Presence for the next 24 hours.

Bonus Actions

Fiery Aura (1/Day): The Cinder Mouth can release a burst of intense flames, igniting everything within a 10-foot radius around it. Each creature in the area must make a Dexterity saving throw (DC 18) or take 3d10 fire damage. Creatures that succeed on the save take half damage. Any flammable objects in the area that aren't being worn or carried ignite and burn until extinguished or until they are destroyed.

Legendary Actions

Legendary Actions

The cinder mouth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cinder mouth regains spent legendary actions at the start of its turn.

Move. The cinder mouth moves up to half its speed without provoking opportunity attacks.

Flame Breath (Costs 2 Actions). The cinder mouth exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Heat Wave (Costs 3 Actions). The cinder mouth unleashes a wave of intense heat in a 60-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) fire

Description

The Cinder Mouth is a towering and fearsome creature, standing over 10 feet tall and weighing several hundred pounds. Its body is composed of smoldering cinders and blackened rocks, with molten lava flowing through its veins. Its eyes are deep red and flicker with malevolent intelligence.

The Cinder Mouth's body is muscular and powerful, capable of crushing rocks and tearing apart buildings with ease. Its arms end in large, jagged claws that can rip through solid stone, while its legs are powerful enough to leap great distances.

The Cinder Mouth's head is elongated and skull-like, with sharp teeth and a long, snakelike tongue. It has two large, curved horns that protrude from its forehead, and its breath is a searing blast of superheated air that can melt steel.

The Cinder Mouth is a cunning and intelligent creature, with a deep understanding of fire and its destructive power. It can control and manipulate flames with ease, summoning them from the very earth and air around it to do its bidding. It can also communicate telepathically with the Fiendish Cinder Thralls, commanding them to attack or to retreat as needed.

In combat, the Cinder Mouth is a formidable opponent, using its strength and agility to dodge attacks and close in on its enemies. It can unleash devastating fire-based attacks. It can also use its claws and teeth to shred through armor and flesh with ease.

Defeating the Cinder Mouth will be no easy task, and the players will need to use all of their skills, tactics, and magic to overcome this fearsome foe.

Lair and Lair Actions

Lair Actions for the Cinder Mouth when it's inside its volcano lair.

  1. Magma Eruption: The Cinder Mouth can cause a fountain of molten lava to burst from the ground. Each creature within 60 feet of the Cinder Mouth must make a Dexterity saving throw (DC 16) or take 6d6 fire damage and be knocked prone. Creatures that succeed on the save take half damage and aren't knocked prone. The lava fountain remains in place for 1 minute, making the area difficult terrain.

  2. Ash Cloud: The Cinder Mouth can release a cloud of thick, choking ash within a 60-foot radius of its lair. The area becomes heavily obscured, and creatures within the cloud have disadvantage on all attack rolls, ability checks, and saving throws that rely on sight. The ash cloud lasts for 1 minute before dissipating.

  3. Fiery Tremors: The Cinder Mouth can cause the ground to shake violently, triggering small eruptions of flames. Each creature within 30 feet of the Cinder Mouth must make a Dexterity saving throw (DC 16) or take 3d6 fire damage and be knocked prone. Creatures that succeed on the save take half damage and aren't knocked prone.

  4. Scorching Gases: The Cinder Mouth can release a cloud of superheated gases within a 60-foot radius of its lair. Each creature within the cloud must make a Constitution saving throw (DC 16) or take 6d6 fire damage and have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. Creatures that succeed on the save take half damage and don't have disadvantage.

  5. Molten Pools: The Cinder Mouth can cause molten pools of lava to form within a 30-foot radius of it. Any creature that enters a molten pool or starts its turn within one takes 4d6 fire damage. The pools remain in place for 1 minute, making the area difficult terrain. The Cinder Mouth is immune to the effects of the molten pools and can move through them freely.

The Cinder Mouth can use one Lair Action per round, and it can't use the same action two rounds in a row. These Lair Actions are only available when the Cinder Mouth is inside its volcano lair.

Monster Tags: fiendElemental

casp_ghost88

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